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QUEST FOR GLORY V: DRAGON FIRE

WALKTHROUGH - THIEF (PART 4)

 

This walkthrough was written by Frodo for The Hero's Glory

 

 

 

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6.  RITE OF PEACE

 

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SILMARIA

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After some rest, you return to the Hall Of Kings.  Logos announces

the next Rite - The Rite Of Peace.  This next mission concerns the

nation of Atlantis - the underwater city.  Tritons from Atlantis have

been attacking Silmaria’s ships.  You must visit the queen in Atlantis

and forge a Peace Treaty with them, then bring back proof of this

new alliance.  

 

After you are escorted from the Hall Of Kings, look at the Notice

Board and read all the new notices.  

 

Make your way down to the pier area, and talk to Pholus in his

Weapons Stall about everything.  Now talk to Pholus again and

Purchase Something.  Buy a MAGIC SPEAR from him.  

 

Continue right to the Famous Adventurer’s house and talk to him

about everything.  He has some good information for you.  When

conversation is over, leave the Famous Adventurer.  

 

Sneak back towards Gnome Ann’s Inn, but don’t enter the Inn.  

Instead, sneak through the portcullis gate next to the Inn.  

 

SAVE YOUR GAME HERE.  Now sneak out into the Wilderness.  

 

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WILDERNESS

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Your Hot Air Balloon should be nearby.  Click on it to start flying.  

Your destination depends on who you saved in Hades.  

 

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-  SAVED ERANA

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If you saved Erana, fly North-East towards Lymnos.  When you reach

Lymnos, simply click on the Hot Air Balloon to land it.  Click on the

Erana’s Retreat Icon to enter that area.  Erana greets you to her new

home, and thanks you for freeing her from Hades.  Talk to Erana

about everything.  She gives you an AMULET OF WATER-

BREATHING to aid in your quest in Atlantis.  Now leave Erana’s

Retreat, and head back into the Wilderness.  

 

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-  SAVED KATRINA

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If you saved Katrina, fly East towards Zante.  When you reach Zante,

simply click on the Hot Air Balloon to land it.  Click on the Katrina’s

Retreat Icon to enter that area.  Katrina is here, waiting for you.  Talk

to Katrina about everything.  She gives you an AMULET OF WATER-

BREATHING to aid in your quest in Atlantis.  Now leave Katrina’s

Retreat, and head back into the Wilderness.  

 

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WILDERNESS

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Click on the Hot Air Balloon to start flying, and fly back to Silmaria.  

Land the Balloon near Silmaria, then click on Silmaria to enter the

town again.  

 

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SILMARIA

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Check the time.  If it’s evening, return to Gnome Ann’s Inn.  

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GNOME ANN’S INN

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Sit down at the table and Ann will bring a meal for you.  Now sneak

up to your room.  

 

Lie down on the bed and Sleep Until Morning.  You get a visit from

Elsa through the night (how on earth did she get into your room?).  

She tells you that she thinks her sponsor, Minos, is behind all the

problems in Silmaria, and urges you to be careful, since you could be

Minos’s next target.  Talk to her about everything - she wanted you

to know her suspicions, in case anything ‘happened‘ to her.  

 

After she leaves, you go back to sleep.  Next morning, leave your

room again.  

 

Sneak downstairs and sit at the table so Gnome Ann can bring your

breakfast.  When you’re ready, leave the Inn.  

 

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SILMARIA

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Sneak along to the Adventurer’s Guild.  Look at the Notice Board and

read all the new notices.  Talk to Toro about everything.  Now leave

the Adventurer’s Guild.  

 

Sneak along to the pier area and talk to Andre the fisherman about

everything.  

 

Sneak up to the Apothecary in the Main Square.  Talk to Julanar

about everything.  Talk to Salim about everything.  The LETHE

WATER you gave them have really helped Erasmas and Shakra, and

both victims are now on the mend.  Stock up on HEALING PILLS,

STAMINA PILLS, and POISON CURE PILLS - 20 of each should be

enough.  Also, buy some FIRE PROOFING POTION - 40 should do it.  

You’ll be thankful of this, soon enough.  Now leave the Apothecary.  

 

Make your way to Science Island, using the gondola to get across to

the Island.  

 

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SCIENCE ISLAND

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Enter the lab.  Look around - there’s no scientist here.  And Gort is

missing as well.  How strange!  Use the lift to get up to the First

Floor where Gort usually stands.  There is an Access Panel on the wall

here - look at it to see it‘s the Access To Secret Laboratory.  Use the

Access Panel and enter the secret code you were given earlier.  If

you‘ve forgotten what the secret code is, you can find it on the green

monitor next to the pizza poster on the wall.  The wall will rise up to

reveal… a Secret Lab!

 

One of the scientists is here, and he’s not all happy that you found

the Secret Lab.  Talk to him about everything.   You discover that it’s

the scientists that have been drugging Erasmus and Shakra,

because that believe that Silmaria should be ruled by science, not

magic.  

 

Use your MYSTIC MAGNETS to return to Gnome Ann’s Inn.  

 

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GNOME ANN’S INN

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Leave your room and leave the Inn.  

 

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SILMARIA

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Do what you like for the rest of the day.  When evening comes, return

to Gnome Ann’s Inn.  

 

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GNOME ANN’S INN

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As soon as you enter, Gnome Ann asks for your help - Say Yes to

agree to help her.  Only now, you find out you’ve agreed to be

tonight’s entertainment… as a belly dancer!  Don’t you look adorable

in the belly dancer’s costume!  After the dance, talk to Wolfie about

everything.  Now sit down at the table, and Gnome Ann will bring a

meal for you.  After the meal, sneak on up to your room.  

 

Make sure you have that extra SHEET from the bed.  Now lie down

on the bed and Sleep Until Morning.  Elsa pays you another visit

through the night.  She tells you that she heard you were looking for

the famous BLACKBIRD STATUE, and that she knows Minos has the

statue on his island.  She agrees to smuggle you onto Minos’s ship,

so that you can search for the BLACKBIRD on his island.  At the

same time, she will look for evidence to prove that Minos is the one

behind all of Silmaria’s troubles.  

 

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MINOS’S ISLAND - SEARCHING FOR THE BLACKBIRD

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As soon as you arrive on the island, go into Sneak Mode (use ‘K’ on

your keyboard), then SAVE YOUR GAME HERE.  Sneak up behind the

Goon guarding the area and use your BLACKJACK on him.  If you fail

with the BLACKJACK, use your SLASHER DAGGER instead.  After

you’ve dealt with the Goon, Sneak left past the gate, using the rocks

and the wall as cover.  Continue Sneaking left until you reach the

path.  Sneak up the path and use your ROPE AND GRAPNEL on the

dead tree to get up to the ledge.  Now Sneak right along the path,

and then jump onto the palace wall.  SAVE YOUR GAME HERE.  

Jump from the wall, onto the floor, and use your BLACKJACK on the

guard.  Click on the door and Pick The Lock to get inside.  

 

SAVE YOUR GAME HERE.  Use your SLASHER DAGGER to kill the 3

Goons.  Head up to the balcony, and click on the upper left door, then

Open The Door.  

 

You’ve reached the Treasury.  As soon as you enter, you are greeted

by 2 more Goons.  Use your SLASHER DAGGER to kill them, then

SAVE YOUR GAME HERE.  Pick up WINGED LION STATUE from

table at front of the room.  Notice there are 6 alcoves in the Treasury

- 3 on each side.  And notice there is a STRANGE STATUE above the

middle alcove on the left.  Use ROPE AND GRAPNEL on the alcove to

climb up.  Now DON’T touch the statue!  Instead, use the SHEET on

the STRANGE STATUE to pick it up.  Now climb back down.  SAVE

YOUR GAME HERE.  Let’s concentrate on the alcoves now.  Each

alcove is booby-trapped with those annoying Thieves Traps.  Now

you COULD spend time Disarming each trap.  But I found it much

easier to use FIRE PROOFING POTION on yourself, and just take the

blasts.  You can easily heal yourself as necessary.  Now if you number

the alcoves 1-6, open each alcove, EXCEPT Number 3 (you’ll need to

open this later on, so it’s best to leave it alone for now), and take all

the goodies.  Make sure you open Alcove Number 4, and take the

BLACKBIRD STATUE.  Also, open the 2 chests and take all the

goodies.  Now you’ve got everything you can from here, so use

MYSTIC MAGNETS to teleport back to Gnome Ann’s Inn.  

 

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GNOME ANN’S INN

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You did well on Minos’s island.  Put WINGED LION STATUE and

MAGIC STATUE in your storage chest in your room for safe keeping.  

Now lie down on the bed and Sleep Until Morning.  Next morning,

leave your room and go downstairs.  

 

Sit at the table so Gnome Ann can bring your breakfast.  After

breakfast, leave the Inn.  

 

 

 


SILMARIA

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You’re very overloaded again.  Make your way along to Pholus’s

Weapons Stall.  Talk to Pholus and sell him any extra SHIELDS and

SWORDS.  

 

Head up to the Bank in the Main Square.  Enter the Bank, talk to the

Banker, and Make A Transaction.  Deposit approximately 4000

DRACMAS in your account.  Now leave the Bank.  

 

Sneak along to Wolfie’s stall.  Give BLACKBIRD STATUE to Wolfie

and tell him you want an IMITATION BLACKBIRD made.  Wolfe

agrees to do this for you.  Now talk to Wolfie about everything.  

When you Ask About Blackbird, he’ll give the BLACKBIRD STATUE

back to you.  Now leave the area, then immediately return.  Wolfie

has already finished the IMITATION BLACKBIRD.  Talk to Wolfie and

Purchase Something.  Buy the IMITATION BIRD from him.  

 

Do whatever you like until evening.  

 

At 5pm, go to the Dead Parrot Inn.  

 

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DEAD PARROT INN

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SAVE YOUR GAME HERE.  Go up stairs on the left, to the Private

Seating area.  If you remember, Ferrari agreed to trade the DEED for

Gnome Ann’s Inn, for something of equal value.  Give the real 

BLACKBIRD STATUE to Ferrari - true to his word, he gives you the

DEED for Gnome Ann’s Inn.  He also promises not to tell anyone

about your extra-curricular activities.  Leave the Dead Parrot Inn.  

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SILMARIA

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Return to Gnome Ann’s Inn.  

 

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GNOME ANN’S INN

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Give DEED to Gnome Ann.  Sit down at the table, and Ann will bring

a meal out for you.  Afterwards, leave the Inn.  

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SILMARIA

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You need to get that BLACKBIRD STATUE back.  You need it to win

the Chief Thief competition.  Ferrari has taken it to his house, which

is up near the Arena.  

 

Head up through the Main Square, and up the stairs towards the

Arena, but DON’T enter the Arena.  You’ll pass a house with 2

guards - that’s Ferrari’s house.  He must have extra guards on duty

because of the BLACKBIRD STATUE.  Unfortunately, the guards

won’t let you in - you’ll need to find another way in.  

 

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FERRARI’S HOUSE - BLACKBIRD STATUE

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Walk right a bit, to the abandoned mansion next door.  You broke

into this mansion several days ago.  Wait until 8pm, click on the door,

and Pick The Lock to enter it.  

 

Inside, use your LIT TORCH so you can see where you’re going.  Climb

up the stairs and exit through the door.  

 

Outside on the roof, use your ROPE AND GRAPNEL on the wall next

to you to climb up to the second roof, and repeat this to climb up to

the top roof.  Walk left a little bit, and jump down both roofs to the

ledge opposite Ferrari’s ledge.  Enter Sneak Mode, and SAVE YOUR

GAME HERE.  Jump over the gap, onto Ferrari’s roof.  Sneak over to

the middle window - this window has rusty bars.  Use STEALTH OIL

on the window to oil the bars.  Next, use your ACME TOOLKIT on the

window to loosen the bars.  Then, Twist The Bars.  Finally, click on

the window and Use Your Acme Thief Toolkit.  Success!  You’re in!  

 

The guard is snoring loudly.  SAVE YOUR GAME HERE.  Sneak

downstairs and take ALABASTER AMPHORA from the table.  Look

at door on the right, and notice the BLACKBIRD STATUE sitting

proudly in the alcove above it.  Click on table that the ALABASTER

AMPHORA was on, and Push The Table so it’s under the alcove.  

Climb up onto the table.  Now use IMITATION BLACKBIRD with the

real BLACKBIRD STATUE to switch them.  Climb down off the table

again.  Now sneak back upstairs, click on the middle window, and

Leave Through The Window.  

 

Back outside, quickly use your MYSTIC MAGNETS to teleport to

Gnome Ann’s Inn, before the guard catches you.  

 

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GNOME ANN’S INN

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Leave your room and leave the Inn.  

 

 

 


SILMARIA

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Head right to the Thieves Guild below the bridge, and enter.  

 


THIEVES GUILD


Talk to Arestes about everything.  Now show him BLACKBIRD

STATUE - he writes something down in his notebook.  You know you

have the Chief Thief competition won, you just have to wait for

Arestes to announce it.  Use MYSTIC MAGNETS to return to Gnome

Ann’s Inn.  

 


GNOME ANN’S INN

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Lie down on the bed and Sleep Until Morning.  When morning comes,

leave your room and go downstairs.  

 

Sit down at the table so that Gnome Ann can bring your breakfast.  

When you’re ready, leave the Inn.  

 

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SILMARIA

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Well, you got side-tracked with the BLACKBIRD situation.  Now it’s

time to concentrate on the Rite Of Peace again.  

 

Sneak up through the portcullis next to Gnome Ann’s Inn.  SAVE

YOUR GAME HERE, then sneak into the Wilderness.  

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WILDERNESS

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If you remember what Famous Adventurer told you, Atlantis can be

found in the island of Skyros.  Click on the Hot Air Balloon to start

flying.  

 

Fly South West until you see an island with a lake in the centre.  Land

your Balloon there.  

 

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SKYROS \ ATLANTIS

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Click in the Pillar Icon to jump into the water.  Now equip yourself

with the AMULET OF WATERBREATHING then SAVE YOUR GAME

HERE.  

 

Swim left to the ornate door.  This is the entrance to Atlantis.  Look

at the door, and look at left & right hinges.  The left hinge has lost a

cap.  Use ACME TOOLKIT on the left hinge, but it’s still held tightly in

place.  Use STEALTH OIL on the left hinge to loosen it a bit.  Click on

the left hinge and use any of the options - you can’t get a good grip!  

Wait… the hinge is made of metal.  Use MYSTIC MAGNET on the left

hinge.  Voila!  The gate opens, and you are greeted by 2 Tritons.  

Swim past the Tritons, in through the gate, into the tunnel.  

 

You’ve now reached Atlantis.  There are a lot of Tritons here, but just

ignore them.  Swim forward to another ornate gate, click on the

gate, and Force The Main Doors.  Swim through the doors into the

next area.  

 

The Queen is here, and she’s not very happy to see you.  Give

FLOWERS to the Queen, and Tell About The Famous Adventurer,

then Talk About Romance, then Tell About Silvertongue, then Tell

About Silvertongue’s Message.  She has bitter-sweet memories of

him, and she’s now willing to listen to what you have to say.  You ask

for peace between Silmaria and Atlantis.  She agrees to this request,

and gives you a PEACE STATUE as proof.  Her Tritons escort you out

of Atlantis.  Swim back up to the surface.  

 

Click on your Hot Air Balloon to start flying again, and fly North East,

back to Silmaria.  

 

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SILMARIA

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Sneak through the portcullis.  Make your way up to the Hall Of Kings

and give PEACE STATUE to the guards at the gate (don‘t worry, you

get to keep it).  

 

A trial is heard, involving the scientists from Science Island and Gort,

since it was them that drugged poor Erasmus and Shakra.  We finally

find out that Dr Pretorius and Dr Mobius are one and the same

person - creepy!  Gort is disqualified from the Rites Of Rulership.  

 

You are given a chance to rest, before the next Rite starts.

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7.  RITE OF JUSTICE

 

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SILMARIA

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After some rest, you return to the Hall Of Kings.  Logos announces

the final Rite - The Rite Of Justice.  You must find the person

responsible for all the problems in Silmaria - the assassinations, the

poisonings, starting a war between Silmaria and Atlantis, every-

thing - and bring that person to justice.  

 

After you are escorted from the Hall Of Kings, look at the Notice

Board and read all the new notices.  

 

Make your way down to the Adventurer’s Guild.  Look at the Notice

Board and read all the new notices.  Now leave the Adventurer’s

Guild.  

 

Sneak along to Pholus’s Weapons Stall.  Sell any SPEARS or

THROWING SPEARS you have.  Buy some DAGGERS instead from

him - about 40 should be enough.  DAGGERS are a lot lighter than

SPEARS so they don‘t weigh you down, and give almost as much

damage.  

 

Sneak along to the Famous Adventurer’s place and talk to him about

everything.  Take note of what he says about the dragon pillar.  Now

leave the Famous Adventurer.  

 

Go to the Bank.  Talk to the Banker and Make A Transaction.  Deposit

approximately 2000 DRACHMAS into your account.  

 

Sneak to the Apothecary.  Stock up on POISON CURE PILLS,

STAMINA PILLS and HEALING PILLS if you like.  

 

Do what you like for the rest of the day.  When evening comes,

return to Gnome Ann’s Inn.  

 

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GNOME ANN’S INN

 

Sit down at the table, and Gnome Ann will bring a meal for you.  

Afterwards, sneak on up to your room.  

 

Put PEACE STATUE in the storage chest for safe keeping.  Now lie

down on the bed, and Sleep Until Morning.  Through the night, Elsa

will visit your room again.  She tells you that she’s going to try to

find evidence against Minos.  She wants you to know this, in case

anything happens to her.  Talk to her about everything.  After she

leaves, go back to sleep.  Next morning, leave your room.  

 

Sneak downstairs and sit at the table so that Ann can bring your

breakfast.  After breakfast, leave the Inn.  

 

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SILMARIA

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Do whatever you like for the day.  

 

At 5pm, sneak to the Dead Parrot Inn.  Climb up stairs on the left, to

the Private Seating area.  Talk to Ferrari about everything.  Now leave

the Dead Parrot Inn.  

 

SAVE YOUR GAME HERE.  Wait until 7pm, then sneak left towards

Gnome Ann’s Inn (don‘t use the MAGNETS).  As you pass the

Adventurer’s Guild, you’ll come face to face with the Assassin.  It’s

Bruno, from QFG1.  It seems he’s been carrying a grudge against you

and Elsa, and now he wants you to pay.  You have no choice - fight

him and defeat him.  He will attack you with his poisoned dagger

though, so take POISON CURE PILLS to cure yourself.  Toro will

come to help you.  Logos shares your suspicions that Minos is the

one behind all the troubles, and asks what he should do - choose

Trick Minos To Confess.  

 

Now you know who the culprit is, Logos declares this Rite ended.  

You are escorted from the Hall Of Kings.  

 

Return to Gnome Ann’s Inn.  

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GNOME ANN’S INN

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Go to your room, lie down on the bed and Sleep Until Morning.  You

are woken the next morning by the guard banging on your door,

telling you that you're summoned to the Hall Of Kings.  

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HALL OF KINGS

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Logos wants to wrap up the Rites, and asks you who is behind all of

the crimes in Silmaria.  Say The Assassin Confessed (it's a lie, but

Minos doesn't know that).  Minos admits his true intent of becoming

king of Silmaria, as well as revealing he has a PROPHECY STONE.  

Then he teleports himself away.  Logos sends you to Minos's island

on the fastest boat.  You must prevent Minos from destroying the

PROPHECY STONE.  

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MINOS'S ISLAND

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SAVE YOUR GAME HERE.  Equip your SLASHER DAGGER.  Don't

bother with the goons here - just run past them, and run to the gate.  

At the gate, Ram The Gate, then run through to the courtyard.  
 

In the courtyard, kill the Goons.  Now run right to the doors, and

again, Ram The Doors.  

 

You've made it into the Fortress.  Kill the Goons and the Wizards

here.  SAVE YOUR GAME HERE.  Sneak to door at top-left of the

stairs, and Open The Door to find yourself in the Treasure Room.  

 

Elsa is here, but she's locked in one of the alcoves.  Minos starts

taunting you, then he calls his guards in.  Now you have to be quick

here.  Run to desk at front of the screen, and take the INTERESTING

TOOLKIT.  Now run to Elsa at the back-right alcove, and give her the

INTERESTING TOOLKIT, so she can escape.  Defeat both Goons and

the Minotaur (Elsa will help you, after she gets out of the alcove).  

 

Minos jumps off the balcony to his death, breaking the Prophecy

Stone in the process.  By doing this, he has succeeded in waking the

dragon, putting all of Silmaria in grave danger.  Search Minos's body

and take everything.  Use FIREPROOFING POTION on yourself, then

open the alcove Elsa points out, and take all the POTIONS.  Search

the Minotaur and take MINOTAUR AXE.  Now either Erana or Katrina

will show up (depending on who you saved from Hades), and

summons you to the final battle.  

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THE DRAGON FIRE PROPHECY

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Toro and Gort show up to help you in this final battle.  SAVE YOUR

GAME HERE.  Now if you remember what the Famous Adventurer

said, you'll know that the dragon cannot be harmed while the pillar is

broken.  So talk to Toro and Gort, and ask them to Help Fix The Pillar.  

You'll also have to help fix the pillar.  Once the pillar is restored, the

dragon is bound to this cave and cannot leave.  SAVE YOUR GAME

HERE.  Give MINOTAUR AXE to Toro.  Use FIREPROOFING POTION

on yourself.  

 

Now for the actual battle itself - this is one TOUGH battle!  Make

sure you give HEALING POTIONS to anyone that needs it, including

yourself.  Despite what the Sybil told you in one of the Rites, there's

no need to sacrifice anyone, so don't do it.  Start attacking the

dragon, but avoid it's fiery breath.  Throw DAGGERS at the dragon

when it’s flying, and attack with SLASHER DAGGER when it’s

landed.  Eventually, the dragon will break free from it's bindings in

the Temple, and fly to other side of the cave.  Follow him and attack

again.  Keep doing this until the dragon falls into a pool of lava.  

 

After you defeat the dragon, you, along with the survivors of the

battle, return to Silmaria.  Logos performs a Hero’s Ceremony,

declaring that, thanks to your actions, Silmaria is now safe.  Notice

that Rakeesh, Erasmus, and Shakra are at the ceremony.  They've all

been cured, thanks to you.  

 

Logos asks if you'd like to be next King of Silmaria.  I'll leave the

decision... up to you.  

 

After the Crowning ceremony, the Chief Thief ceremony takes place.  

If you gave the real BLACKBIRD STATUE to Arestes, you will become

the new Chief Thief.  

 

 

 

 

The End

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